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Author Topic: Nostalgia time  (Read 2279 times)
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nugnugx Offline
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« on: November 28, 2010, 04:01:43 am »



 Smiley
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brn4meplz Offline
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Posts: 6952


« Reply #1 on: November 28, 2010, 04:06:15 am »

Our persistence messiah, lol
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He thinks Tactics is a breath mint

Wow I think that was the nicest thing brn ever posted!  Tongue

the pussy of a prostitute is not tight enough for destroy a condom Wink
Unkn0wn Offline
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« Reply #2 on: November 28, 2010, 07:26:21 am »

First doctrines

Doctrines:
Each turn you gain CP, starting on the very first one.

General: 12CPs/turn
Colonel: 11CPs/turn
Lt. Colonel: 10CPs/turn
Major: 9CPs/turn
Captain: 8CPs/turn

Infantry
 Elite Infantry:
 14CP - Rangers Lead the Way (Rangers available for purchase)
 33CP - Allied Grit (All infantry gain 30% health)
 22CP - Battle Know-how (All infantry gain 15% sight range)
 12CP - Fully Loaded (Rangers/Riflemen have a 15% chance to come with a SMG/BAR when purchased)
 General Infantry:
 9CP - GI Training (Riflemen start at vet 1)
 21CP - Brothers in Arms (20% chance to receive another riflemen squad for each riflemen squad purchased)
 11CP - Battle Ingenuity (All riflemen have a 30% chance to receive sticky bombs upon purchase)
 8CP - Defensive Operations (Riflemen can build sandbags, tanktraps and barbwire)
 Command Strength:
 8CP - Offensive Operations (All deployment times cut in half)
 24CP - Mass Production (50% less munitions cost on all HMGs, Mortars, and Rangers - not upgrades)
 42CP - Enlistment Surge (30% less MP cost on all riflemen and ranger units)
 28CP - Infantry Cohesion (Every infantry squad on the field increases popcap by 1 and infantry health by 2%)
 Artillery Warfare:
 14CP - Off-Map Artillery (Gains the ability to use during battle)
 12CP - On-Map Artillery (Howitzers available for purchase)
 25CP - Artillery Expertise (Howitzers cost 20% less of all resources and the player is granted 1 free off-map artillery every battle)
 38CP - Artillery Havoc (All artillery does 50% more damage)

Airborne
 Air Infantry:
 14CP - Eagles (Airborne available for purchase)
 22CP - Drop Readiness (Airborne troops start with grenades)
 12CP - Airborne Efficiency (Airborne troops drop twice as fast)
 24CP - AT Eagles (RR available for purchase)
 Air Assault:
 28CP - Air Raid (Airborne troops can surpass the popcap by 30% for the first 15 minutes when attacking)
22CP - Aerial Advantage (You can drop any airborne platoon 30s after the battle begins)
14CP - Raid Fortification (Airborne troops can build wire and sandbags and gain 10% health for the first 15 minutes when attacking)
 25CP - Raid Assault (Airborne troops gain 30% damage during the first 15 minutes when attacking)
attacking)
 Air Assistance:
 8CP - Recon Flight (gains the ability)
 12CP - Supply Drop (Gains the ability - HMG & Mortar drop)
 16CP - Airborne AT (AB AT Gun available for purchase)
 13CP - Advanced Supplies (Supply Drop includes 2 bazookas and a BAR)
 Air Support:
 12CP - Strafing Run (Gains the ability)
 11CP - Bombing Run (gains the ability)
 17CP - Air Tactics (Strafing and bombing run damage increased by 25%)
 26CP - Air Superiority (Removes the cooldown for recon flights, strafing runs, and bombing runs, cuts the cost in half for recon flights, reduces the cost of strafing and bombing runs by 25%, no airport is necessary in order to use recon flights, strafing runs, or bombing runs)
 

Armour
 Maintenance:
 6CP - Repair Specialization (Engineers repair 100% faster)
 12CP - Field Repair (Gains the ability to use during battle)
 44CP - Fuel Efficiency (30% less fuel cost on all tanks)
 12CP - Crew Training (Tanks slowly regenerate health over time)
 Production:
 20CP - Improved Aim (Penetration value of all tanks increased by 50%)
 21CP - Tank Factories (40% decrease in MP cost on all tanks)
 18CP - Assault Tanks (Pershings available for purchase)
 22CP - Allied War Machine (Gains the ability)
 Logistics:
 24CP - Salvage (All destroyed armor in a battle yields 6% of their total cost if you are victorious)
 18CP - Loader Training (Main turret rate of fire on all armor increased by 20%)
 18CP - Artillery Support (Calliopes available for purchase)
 24CP - Calliope Training (Calliope cooldown decreased by 30%)
 Leadership:
 8CP - Vehicles can capture territory
 14CP - Tactical Retreats (Retreating max penalty is reduced to 35% from 50%)
 11CP - Tank Command (Every tank that is on the field increases your popcap by 2)
 24CP - Superior Command (Pop Cap increased by 20%)
 
--------------------------------------------------------------------------------------

Defense
 Intelligence:
 12CP - Advanced Warning (All units gain 10% sight range)
 16CP - Millitary Intelligence (Reveals the entire map for 10 seconds - cooldown 10 minutes)
 11CP - Flak AT/AA (88mms available for purchase)
 22CP - Prediction (All units gain 30% sight range - replaces advanced warning)
 Bombardment:
 14CP - Rocket Artillery (gains the ability)
 12CP - On-Map Artillery (walking stuka upgrade available)
 22CP - Large Rockets (50% increase damage on the stuka and rocket artillery)
 20CP - Rocket Technology (Stuka and Nebelwerfer 15% cheaper, 15% more accurate, 10% faster cooldown)
 Tenacity:
 21CP - Extra Training (All units purchased are upgraded to vet 1)
 18CP - Superior Training (40% of units purchased are upgraded to vet 2)
 54CP - Tenacious Defence (All units gain 20% hp - 50% when defending)
 21CP - Iron Cross Recipients (10% of units purchased are upgraded to vet 3)
 The Fatherland:
 8CP - Officer Training (officer available for purchase)
 11CP - For the Fatherland (gains the ability)
 20CP - Fatherland Fortification (When defending, all attackers receive 3 more minutes of deployment time)
 23CP - Ostbattalion Volunteers (Yields x free Volk squads each turn where x = int[rnd^2 * Turn_MP / Volks_MP])

Blitzkrieg
 Infantry Assault:
 18CP - Improved Morale (All infantry 20% more resistant to suppression - 40% when attacking)
 16CP - Battle Hardened (All infantry have -10% incoming accuracy - -20% when attacking)
 14CP - Sturm Training (Sturmtruppen available for purchase)
 20CP - Weapon Surplus (When purchased, Sturmgrenadiers and Grenadiers receive a 10% chance of coming with a panzershrek, mp44/LMG, or both)
 Armored Assault:
 19CP - Gunner Accuracy (All tanks gain 10% accuracy and damage - 20% when attacking)
 14CP - Mobile Howitzer (Stuh available for purchase)
 20CP - Assault Tanks (Tiger available for purchase)
 24CP - Tactical Assault (All tanks gain 10% sight and range - 20% when attacking)
 Blitz Tactics:
 11CP - Blitzkrieg (Gains the ability)
 8CP - Assault (gains the ability + Infantry cap territory twice as fast)
 24CP - Blitzkrieg efficiency (Blitzkrieg costs half as much)
 18CP - Blitzkrieg strength (Blitzkrieg lasts 50% longer)
 Blitz Core:
 28CP - Overwhelm (5 minute decreased deployment time - if below 0 then all defenders receive the extra split amoungst them)
 34CP - Joint Operations (Pop cap increased for the entire team for 1 minute by 30%, 16%, 12%, 10% -  30min cooldown)
 29CP - Overpower (All opponents have their popcap reduced by 20%, 11%, 8%, 7%)
 28CP - Operations Master (Joint Operations is active for the entire battle)

Terror
 Inspiration:
 12CP - Zeal (gains the ability)
 8CP - Inspired Assault (gains the ability)
 22CP - Loyalty (Inspiried Assault has no cost)
 22CP - Ferocity (Inspired Assault is twice as potent)
 Ordnance:
 9CP - Basic Supplies (medikits cost and use price is 50% less, and pioneer mine usage costs 30% less)
 12CP - Firestorm (gains the ability)
 10CP - V1 (Gains the ability)
 12CP - V1 Training (V1 Rocket costs 30% less and has 30% less cooldown)
 Disruption:
 12CP - Propaganda (gains the ability)
 22CP - Sabotage (2 random platoons - except the largest - from the opposition become undeployable each battle)
 22CP - Subversion (One oppossing player has their popcap reduced by 50% for 5 minutes, cooldown 25 minutes)
 32CP - Camoflauge Training (All opponents have their site radius reduced by 20%, 12%, 9%, 7%)
 Strength:
 24CP - Intensity (All units cause 40% more suppression)
 20CP - Assault Tanks (Tiger ace available for purchase)
 47CP - German Will (All infantry cost 30% less MP)
 44CP - German Steel (All vehicles gain 50% health)

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Artekas Offline
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« Reply #3 on: November 28, 2010, 07:41:36 am »

Interesting to see how things were back then. Airports? Salvage? Also loving the idea of 40% less mp, 30% less fuel cost on US armour with Allied War Machine.
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Unkn0wn Offline
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Posts: 18379


« Reply #4 on: November 28, 2010, 07:42:56 am »

Those things referred to the warmap, which we never got to implementing, EVER :p
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brn4meplz Offline
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Posts: 6952


« Reply #5 on: November 28, 2010, 07:45:15 am »

Yeah but the Cost reductions were in place... and that WAS a nightmare.

Dirt cheap Snipers. Company population totals of like 400(all with upgrades!)

And the grandfather of the most annoying ability in EiR

Quote
22CP - Sabotage (2 random platoons - except the largest - from the opposition become undeployable each battle)
 22CP - Subversion (One oppossing player has their popcap reduced by 50% for 5 minutes, cooldown 25 minutes)
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nugnugx Offline
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« Reply #6 on: November 28, 2010, 07:46:20 am »

40% reduced mu on all lmg and mp40s....... good times  Grin
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Unkn0wn Offline
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Posts: 18379


« Reply #7 on: November 28, 2010, 08:09:46 am »

Good old subversion <3

'Randomly disabled Pershing'
« Last Edit: November 28, 2010, 08:20:37 am by Unkn0wn » Logged
Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #8 on: November 28, 2010, 08:20:34 am »

3x Subversion players back in the "ending days" of vEiR.

You just lost 12 platoons and your callin times are 2 minutes 5 minutes into the game. GG.
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nugnugx Offline
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Posts: 4051



« Reply #9 on: November 28, 2010, 08:23:17 am »



bring back subversion pl0x
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